Anonymous
9/6/2025, 3:33:56 PM
No.96486079
[Report]
>>96486249
>>96488990
>>96491533
>>96493769
>>96506503
Grid-based tactical RPGs and "capture zone" scenarios
I have played and GMed a lot of grid-based tactical RPGs: D&D 4e, Path/Starfinder 2e, Draw Steel, Tom Abbadon's ICON, level2janitor's Tactiquest, Tacticians of Ahm, and Tailfeathers/Kazzam, for example.
One scenario that I consistently find unsatisfying is when the optimal play for either the PCs or the enemies is to skirmish or turtle in such a way that the other side simply cannot attack back. This can happen in various ways, usually involving some combination of high speed, flight, and long-ranged attacks. I dislike this because it drags out combat, and rewards long and drawn-out defensive plays over more aggressive action. (I have been on both the delivering end of this and the receiving end within just the past few days, playing Draw Steel. This game has too many high-speed flyers with long-ranged attacks, even at low levels.)
There are some band-aid fixes that the GM could apply, such as making the combat area small, giving the combat area a low ceiling, or removing walls or other obstructions that could be used for cover. However, these feel clumsy to me.
Some grid-based tactical RPGs, like ICON, based on Lancer, offer a solution: "capture zone" scenarios. The specifics vary depending on the system, but the idea is that the map contains several special areas situated on the ground. PCs and their enemies fight over these capture zones, and gain points at the end of each round based on the number of conscious PCs or enemies occupying the capture zones. (There might be "weights" to enemies, so weaker enemies count for less, while stronger enemies count for more.) Key to this are round-based reinforcements, round limits, or both. The PCs cannot just kill all the enemies, and have to actually occupy the capture zones.
(Continued.)
One scenario that I consistently find unsatisfying is when the optimal play for either the PCs or the enemies is to skirmish or turtle in such a way that the other side simply cannot attack back. This can happen in various ways, usually involving some combination of high speed, flight, and long-ranged attacks. I dislike this because it drags out combat, and rewards long and drawn-out defensive plays over more aggressive action. (I have been on both the delivering end of this and the receiving end within just the past few days, playing Draw Steel. This game has too many high-speed flyers with long-ranged attacks, even at low levels.)
There are some band-aid fixes that the GM could apply, such as making the combat area small, giving the combat area a low ceiling, or removing walls or other obstructions that could be used for cover. However, these feel clumsy to me.
Some grid-based tactical RPGs, like ICON, based on Lancer, offer a solution: "capture zone" scenarios. The specifics vary depending on the system, but the idea is that the map contains several special areas situated on the ground. PCs and their enemies fight over these capture zones, and gain points at the end of each round based on the number of conscious PCs or enemies occupying the capture zones. (There might be "weights" to enemies, so weaker enemies count for less, while stronger enemies count for more.) Key to this are round-based reinforcements, round limits, or both. The PCs cannot just kill all the enemies, and have to actually occupy the capture zones.
(Continued.)